marshaling through a table is a waste of time, the duplication betweeen
positive and negative thrust vectors is pointless, and pre-multiplying
thrust complicates "stay in a box" goals later on.
commit b91ebeb77533cfab26dc28ae2e94bfb9f5d92aab
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Wed Dec 20 13:33:00 2023 -0800
fix boss
it works now except for a square being drawn in the shield. good enough
commit ab687f8f6d501a5b46043830482a6f84cc418aca
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Wed Dec 20 13:23:29 2023 -0800
adjust spawning
now it runs for a little tiny bit!
commit bef95df6a132f36ccd0f82a4b22c51fffad201bd
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Wed Dec 20 13:18:20 2023 -0800
typo
commit 24435a3c1524d92f1d6c5ac0cf195592ba321d28
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Wed Dec 20 13:18:01 2023 -0800
move guns before ships
commit 0c3a36f1fddcafa8b515eb98e6d9b1dde861375c
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Wed Dec 20 13:15:34 2023 -0800
defer zap_gun creation until it exists
commit a39c419e5fadfc90866d16c3007898da601cbda2
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Wed Dec 20 13:13:51 2023 -0800
fix mknew
commit 9ef762268f3a9405fd06bf46f6f981781bf3566f
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Wed Dec 20 13:04:13 2023 -0800
many assorted syntax errors
commit e50f516b110d3d51d3a9adfa7f471b802ec9b801
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Wed Dec 20 12:00:34 2023 -0800
allow strings when spawning guns
commit f9e28fa0e280aa0a03dc3c53218699de609fc221
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Wed Dec 20 11:59:20 2023 -0800
fix missing paren
commit 38a054dec144c672ae58a4fe24ad325685953fcc
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Wed Dec 20 11:48:08 2023 -0800
candidate conversion to csv for level format
commit fd391ff3bc70276a2852f738bb9492eb5968d900
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Wed Dec 20 11:40:11 2023 -0800
use _ENV to get rid of level_events and spawns
commit fbd9f97429533684a7b0357855d74c7b23eb6bb5
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Wed Dec 20 11:33:59 2023 -0800
maybe fix the level parser
commit 2a61e8b5d6aba26cc6ab44c602bab867ac2bb9ad
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Sun Oct 15 21:09:12 2023 -0700
partial conversion to CSV-based levels, does not run yet
commit 4ccbe1dc3541d7317b9871c420c2dfadd36da73c
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Fri Oct 13 01:02:43 2023 -0700
okay honestly this all can and should just be CSVs
commit b536d2c9875b34300dd1e7c9f11345fd89f603df
Author: Kistaro Windrider <kistaro@gmail.com>
Date: Sun Oct 8 00:41:24 2023 -0700
base for representing a level as a string
avoids time rollover! not doing this for `distance` because I don't intend any level script to exceed five minutes, but freeze time could be much longer
linked lists don't have a measurable length. will use a persistent intangible for debug dumps in the future. `puke` however can be used at the CLI to dump a table. I need to write a `listpuke` variant too
`add` costs ten cycles. `push_back` isn't actually any better, but bury_the_dead can get pretty bad, especially for large arrays (like the bullets collections). also replacing the kill loop structure with the `strip` call removes a massive amount of code repetition that's costing me a lot of tokens. I think the final result is _probably_ actually slower because of function call overhead per iteration except when there are collisions on many frames; hopefully the headroom bought by the bucket collider is enough because I'm definitely going to need the tokens.